Some light for ya, guys.Botz are Pawns.MBots are Bots.By selecting Bots from any Bot menu you'll get BOT types and their child classes not other Pawns, and not without hacking that menu - "BotConfigType" has the main target Bot classes and not other things, and DM game is loading any BOT types, and not even old Bots, and not other child classes of Pawn. This is default UT.

sektor2111 wrote:Some light for ya, guys.Botz are Pawns.MBots are Bots.By selecting Bots from any Bot menu you'll get BOT types and their child classes not other Pawns, and not without hacking that menu - "BotConfigType" has the main target Bot classes and not other things, and DM game is loading any BOT types, and not even old Bots, and not other child classes of Pawn. This is default UT.

I use your bots for mostly everything and that's all fine and dandy, But....They can't play Siege. That was my whole reason to playing around with these ferbotz.

(yeah I know....You can just join a server But I really want to play a few in a bot game. That's the dreaaammm)

Edit:I also just realized what you meant. These ferbotz can't easly be added to a menu. Because they are not a child of bots. They are a child of pawn.

Makes sense, but I'm sure there is a way around this by adding a menu somewhere else. It's just the ability to edit these botz easily. Adding them isn't that big of a deal.

SilverSound wrote:But....They can't play Siege. That was my whole reason to playing around with these ferbotz.

Because Siege doesn't include Bot code as CTF and others.Bot and child classes are ready to follow directives coming from game controller not taking decisions by themselves allowing modding as required.

SilverSound wrote:But....They can't play Siege. That was my whole reason to playing around with these ferbotz.

Because Siege doesn't include Bot code as CTF and others.Bot and child classes are ready to follow directives coming from game controller not taking decisions by themselves allowing modding as required.

How hard would you say it would be to code that? For siege....? It's probably the most complex to code for bot behavior.

I wrote a bot controller for MMGame having... NOTHING - of course there are troubles with default monsters coming from Factory not with Bot - a long time work is required toward monsters.By figuring how do Siege is supposed to be played, I'm guessing Bot can be schooled at least to assist player and attack in a sudden moment when number of buildings from Team is reaching at certain value. Counting things and telling at Bot what to do is not a Rocket Science.

We have a single problem: "mappers" making sh!t levels without paths linking bases. Here only Botz mutator can do some deals and then... we can use ferbotz if we have to load that mutator for tweaking run-time pathing. Last time I did paths even in my testing unreleased Levels where are not that relevant (consider it as my default mapping reflex).

The little problem of this Mutator is the additional work required around it - I did not see anyone talking about this. Pathing File is not done automated by mutator - mutator do only loads this file and it's dropping new paths in Level, this file it's done by user/admin, right in Level not in Editor, so it will require some work, some considerations, and to mention that I did not fully understand if you can get rid of a rammed PathNode which was placed originally in map, also if it's possible pointing an original node into a bOneWayPath and turning it accordingly... Eh... Editor is Editor (aka Map_Maker or whatever). Other Levels need some triggers, customized things and these are doable only by using different map-patcher - another work, another century spent for tweaking all crap.

sektor2111 wrote:I wrote a bot controller for MMGame having... NOTHING - of course there are troubles with default monsters coming from Factory not with Bot - a long time work is required toward monsters.By figuring how do Siege is supposed to be played, I'm guessing Bot can be schooled at least to assist player and attack in a sudden moment when number of buildings from Team is reaching at certain value. Counting things and telling at Bot what to do is not a Rocket Science.

We have a single problem: "mappers" making sh!t levels without paths linking bases. Here only Botz mutator can do some deals and then... we can use ferbotz if we have to load that mutator for tweaking run-time pathing. Last time I did paths even in my testing unreleased Levels where are not that relevant (consider it as my default mapping reflex).

The little problem of this Mutator is the additional work required around it - I did not see anyone talking about this. Pathing File is not done automated by mutator - mutator do only loads this file and it's dropping new paths in Level, this file it's done by user/admin, right in Level not in Editor, so it will require some work, some considerations, and to mention that I did not fully understand if you can get rid of a rammed PathNode which was placed originally in map, also if it's possible pointing an original node into a bOneWayPath and turning it accordingly... Eh... Editor is Editor (aka Map_Maker or whatever). Other Levels need some triggers, customized things and these are doable only by using different map-patcher - another work, another century spent for tweaking all crap.

Yes the Monter Match now supports bots, they attack the base queen & follow our orders correctly, Sektor did a great job for Monster Match game type...